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Do what G2k1 did for railroad tracks lol. and whatever Soul Blade said is false graal wont handle a npc with nothing in it. It will just go bye bye when you come to execute it on a server. You need to define something like a string (setstring this.realnpc,true;) then use say save[] and then the pathfinding npc can easy find each of the nodes in order.
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It will not work, I tell you.
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It will work, I can promise you that...you'll see. The way I plan on making it work, it would probably be easy to use an array as well as NPCs. No time to explain, need to sleep. |
I'm thinking, positiong the path nodes with npc's and use another npc to store them in an array and gather info on which one's are connected to which.
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Um, whether you like it or not, the easiest thing to do would be what Kai is saying
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NPC Code:for (i=0; i<arraylen(var); i++) Have it check all the coords, for example this.x and this.y as arrays. I still don't understand HOW the nodes are supposed to work, perhaps if it was explained in depth then I could be more helpful. ---Shifter |
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Define links between the nodes. Let the NPC figure out the way from A to B, following the desired links. See diagram. |
I understand the rough concept of WHAT a node is I suppose, but more as how opposed to HOW they work. Isn't it they have built-in pre-defined paths to detect the best movement paths? I just don't get how they interact and read from eachother.
---Shifter |
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OH!. So instead of looking for ALL points across the entire level(s), it finds the best NODE system to follow, and THEN calculates the path based on those nodes???
---Shifter |
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So the nodes are just placed in walkable places around levels? All they do is limit the search of the best path then? LOL, I thought the node held strings and arrays!
---Shifter |
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